private void AddNewWorldEntity(string name, WorldEntity worldEntity) { worldEntity.NameChanged += new EventHandler(worldEntity_NameChanged); if (Engine.World.AddWorldEntity(name, worldEntity)) this.lstEntityTypes.Items.Add(name); }
public void UpdatingMapEventArgsConstructorTest() { BaseMap baseMap = null; // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 UpdatingMapEventArgs target = new UpdatingMapEventArgs(baseMap, gameEntity); Assert.Inconclusive("TODO: 实现用来验证目标的代码"); }
public void MovedToCallEventArgsConstructorTest() { Point3D location = new Point3D(); // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 MovedToCallEventArgs target = new MovedToCallEventArgs(location, gameEntity); Assert.Inconclusive("TODO: 实现用来验证目标的代码"); }
public void UpdatedAIEventArgsConstructorTest() { IArtificialIntelligence artificialIntelligence = null; // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 UpdatedAIEventArgs target = new UpdatedAIEventArgs(artificialIntelligence, gameEntity); Assert.Inconclusive("TODO: 实现用来验证目标的代码"); }
public void UpdatingOrientationEventArgsConstructorTest() { float orientation = 0F; // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 UpdatingOrientationEventArgs target = new UpdatingOrientationEventArgs(orientation, gameEntity); Assert.Inconclusive("TODO: 实现用来验证目标的代码"); }
public void OnUpdatedLocationTest() { WorldEntityState target = new WorldEntityState(); // TODO: 初始化为适当的值 Point3D point3D = new Point3D(); // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 target.OnUpdatedLocation(point3D, gameEntity); Assert.Inconclusive("无法验证不返回值的方法。"); }
public void OnUpdatedMapTest() { WorldEntityState target = new WorldEntityState(); // TODO: 初始化为适当的值 BaseMap map = null; // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 target.OnUpdatedMap(map, gameEntity); Assert.Inconclusive("无法验证不返回值的方法。"); }
public void OnUpdatedMapSpaceNodeTest() { WorldEntityState target = new WorldEntityState(); // TODO: 初始化为适当的值 MapSpaceNode mapSpaceNode = null; // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 target.OnUpdatedMapSpaceNode(mapSpaceNode, gameEntity); Assert.Inconclusive("无法验证不返回值的方法。"); }
public void OnUpdatedOrientationTest() { WorldEntityState target = new WorldEntityState(); // TODO: 初始化为适当的值 float orientation = 0F; // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 target.OnUpdatedOrientation(orientation, gameEntity); Assert.Inconclusive("无法验证不返回值的方法。"); }
public void NewXTest() { float x = 0F; // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 UpdatingXEventArgs target = new UpdatingXEventArgs( x, gameEntity ); // TODO: 初始化为适当的值 float actual; actual = target.NewX; Assert.Inconclusive( "验证此测试方法的正确性。" ); }
public void WorldEntityMovedInMapEventArgsConstructorTest() { Point3D oldLocation = new Point3D(); // TODO: 初始化为适当的值 WorldEntity entity = null; // TODO: 初始化为适当的值 BaseMap map = null; // TODO: 初始化为适当的值 WorldEntityMovedInMapEventArgs target = new WorldEntityMovedInMapEventArgs(oldLocation, entity, map); Assert.Inconclusive("TODO: 实现用来验证目标的代码"); }
public void SubScribeComponentMessageTest() { WorldEntity target = CreateWorldEntity(); // TODO: 初始化为适当的值 ComponentId componentId = new ComponentId(); // TODO: 初始化为适当的值 ComponentMessage componentMessage = new ComponentMessage(); // TODO: 初始化为适当的值 target.SubScribeComponentMessage(componentId, componentMessage); Assert.Inconclusive("无法验证不返回值的方法。"); }
public void UpdateFunctionality(WorldEntity BehaviourOwner) { if (ConsoleText != null && BehaviourOwner is VerticalScrollPane) { ((VerticalScrollPane)BehaviourOwner).SetAsTextPane(ConsoleText, 100); ((VerticalScrollPane)BehaviourOwner).JumpTo(1f); ConsoleText = null; } }
public void OnUpdatedAITest() { WorldEntityState target = new WorldEntityState(); // TODO: 初始化为适当的值 IArtificialIntelligence artificialIntelligence = null; // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 target.OnUpdatedAI(artificialIntelligence, gameEntity); Assert.Inconclusive("无法验证不返回值的方法。"); }
/// <summary> /// /// </summary> internal void OnEnteredMap( WorldEntity worldEntity, BaseMap map ) { EventHandler<WorldEntityEnteredMapEventArgs> tempAfterEventArgs = m_EventWorldEntityEnteredMap; if ( tempAfterEventArgs != null ) { WorldEntityEnteredMapEventArgs eventArgs = new WorldEntityEnteredMapEventArgs( worldEntity, map ); tempAfterEventArgs( this, eventArgs ); } }
public void OnEnteredMapTest2() { BaseMapState target = new BaseMapState(); // TODO: 初始化为适当的值 WorldEntity worldEntity = null; // TODO: 初始化为适当的值 BaseMap map = null; // TODO: 初始化为适当的值 target.OnEnteredMap(worldEntity, map); Assert.Inconclusive("无法验证不返回值的方法。"); }
public WorldBoundingBoxComponent(WorldEntity entity, Vector2 location, Rectangle baseRect) : base(entity) { //_box = (CollisionBoundingBox)CollisionGeometryFactory.CreateGeometry(CollisionType.BoundingBox); _box = new CollisionBoundingBox(location, baseRect); Geometry = _box; RaiseCreated(); }
public void MovedToWorldEventArgsConstructorTest() { Point3D oldLocation = new Point3D(); // TODO: 初始化为适当的值 BaseMap oldMap = null; // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 MovedToWorldEventArgs target = new MovedToWorldEventArgs(oldLocation, oldMap, gameEntity); Assert.Inconclusive("TODO: 实现用来验证目标的代码"); }
public void OnMovedToTest() { WorldEntityState target = new WorldEntityState(); // TODO: 初始化为适当的值 Point3D location = new Point3D(); // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 target.OnMovedTo(location, gameEntity); Assert.Inconclusive("无法验证不返回值的方法。"); }
private void AddNewWorldEntity(string name, WorldEntity worldEntity) { worldEntity.NameChanged += new EventHandler(worldEntity_NameChanged); if (Engine.World.AddWorldEntity(name, worldEntity)) { this.lstEntityTypes.Items.Add(name); } }
public void OnEnterTest() { BaseMap owner = null; // TODO: 初始化为适当的值 MapSpaceNode target = new MapSpaceNode(owner); // TODO: 初始化为适当的值 WorldEntity entity = null; // TODO: 初始化为适当的值 target.OnEnter(entity); Assert.Inconclusive("无法验证不返回值的方法。"); }
public void OnUpdatedSerialTest() { WorldEntityState target = new WorldEntityState(); // TODO: 初始化为适当的值 Serial serial = new Serial(); // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 target.OnUpdatedSerial(serial, gameEntity); Assert.Inconclusive("无法验证不返回值的方法。"); }
private static MovePlayerClientCommandEntity Map(IMovePlayerClientCommand c, WorldEntity world, PlayerEntity player) { var result = new MovePlayerClientCommandEntity(); Fill(result, world, player); result.ToX = c.ToX; result.ToY = c.ToY; return(result); }
public void OnEnteredMapSpaceNodeTest3() { MapSpaceNodeState target = new MapSpaceNodeState(); // TODO: 初始化为适当的值 WorldEntity worldEntity = null; // TODO: 初始化为适当的值 MapSpaceNode mapSpaceNode = null; // TODO: 初始化为适当的值 target.OnEnteredMapSpaceNode(worldEntity, mapSpaceNode); Assert.Inconclusive("无法验证不返回值的方法。"); }
public void GameEntityTest() { WorldEntity gameEntity = null; // TODO: 初始化为适当的值 WorldEntityEventArgs target = new WorldEntityEventArgs(gameEntity); // TODO: 初始化为适当的值 WorldEntity actual; actual = target.GameEntity; Assert.Inconclusive("验证此测试方法的正确性。"); }
public override void Init() { Content.ContentPath = "Data"; Content.ContentCachePath = "Cache/"; WorldScene = new WorldScene(this); WorldScene.Camera = new ClientCommon.WalkaroundCamera(this, delegate(float x, float y) { return 0; }); SkinnedMesh goblin1 = content.Get<SkinnedMesh>("death1.x"); gob_model_test = new Model { SkinnedMesh = goblin1, Texture = content.Get<Texture>("death1.png"), Effect = content.Get<Effect>("effects.fx"), HasAlpha = true }; WorldEntity c; WorldScene.Add(c = new WorldEntity() { Model = gob_model_test, }); //c.AnimationController.SetTrackAnimationSet(1, c.AnimationController.GetAnimationSet("cast1")); //c.AnimationController.SetTrackAnimationSet(0, c.AnimationController.GetAnimationSet("cast1")); //c.AnimationController.EnableTrack(1); //c.AnimationController.DisableTrack(1); //c.AnimationController.SetTrackWeight(0, 1); //c/.AnimationController.SetTrackWeight(1, 1); //c.AnimationController.SetTrackPriority(1, TrackPriority.High); //c.AnimationController.SetTrackPriority(0, TrackPriority.Low); //Console.WriteLine(c.AnimationController.GetTrackDescription(1)); //c.AnimationList.Add("0death1", gob_model_test.SkinnedMesh.CloneAnimationObject("0death1")); //c.AnimationList.Add("attack1", gob_model_test.SkinnedMesh.CloneAnimationObject("attack1")); /* WorldScene.Add(c = new WorldEntity() { Model = gob_model_test, Translation = new Vector3(3, 3, 10) }); c.AnimationList.Add("0death1", gob_model_test.SkinnedMesh.CloneAnimationObject("0death1")); WorldScene.Add(c = new WorldEntity() { Model = gob_model_test, Translation = new Vector3(6, 6, 0) }); WorldScene.Add(c = new WorldEntity() { Model = gob_model_test, Translation = new Vector3(6, 3, 0) }); */ }
public void GameEntityTest() { WorldEntity entity = null; // TODO: 初始化为适当的值 BaseMap map = null; // TODO: 初始化为适当的值 WorldEntityLeavingMapEventArgs target = new WorldEntityLeavingMapEventArgs(entity, map); // TODO: 初始化为适当的值 WorldEntity actual; actual = target.GameEntity; Assert.Inconclusive("验证此测试方法的正确性。"); }
public void NewMapSpaceNodeTest() { MapSpaceNode mapSpaceNode = null; // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 UpdatingMapSpaceNodeEventArgs target = new UpdatingMapSpaceNodeEventArgs(mapSpaceNode, gameEntity); // TODO: 初始化为适当的值 MapSpaceNode actual; actual = target.NewMapSpaceNode; Assert.Inconclusive("验证此测试方法的正确性。"); }
public bool AddWorldEntity(string name, WorldEntity worldEntity) { if (!this.worldEntityMap.ContainsKey(name)) { this.worldEntityMap.Add(name, worldEntity); return true; } return false; }
public void NewAITest() { IArtificialIntelligence artificialIntelligence = null; // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 UpdatingAIEventArgs target = new UpdatingAIEventArgs(artificialIntelligence, gameEntity); // TODO: 初始化为适当的值 IArtificialIntelligence actual; actual = target.NewAI; Assert.Inconclusive("验证此测试方法的正确性。"); }
public void OldYTest() { float y = 0F; // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 UpdatedYEventArgs target = new UpdatedYEventArgs(y, gameEntity); // TODO: 初始化为适当的值 float actual; actual = target.OldY; Assert.Inconclusive("验证此测试方法的正确性。"); }
public void OnMovedTest3() { BaseMapState target = new BaseMapState(); // TODO: 初始化为适当的值 Point3D oldLocation = new Point3D(); // TODO: 初始化为适当的值 WorldEntity worldEntity = null; // TODO: 初始化为适当的值 BaseMap map = null; // TODO: 初始化为适当的值 target.OnMoved(oldLocation, worldEntity, map); Assert.Inconclusive("无法验证不返回值的方法。"); }
/// <summary> /// /// </summary> internal void OnLeavingMapSpaceNode(WorldEntity worldEntity, MapSpaceNode mapSpaceNode) { EventHandler <WorldEntityLeaveSpaceNodeEventArgs> tempEventArgs = m_EventWorldEntityLeavingSpaceNode; if (tempEventArgs != null) { WorldEntityLeaveSpaceNodeEventArgs eventArgs = new WorldEntityLeaveSpaceNodeEventArgs(worldEntity, mapSpaceNode); tempEventArgs(this, eventArgs); } }
public void OldMapTest() { BaseMap baseMap = null; // TODO: 初始化为适当的值 WorldEntity gameEntity = null; // TODO: 初始化为适当的值 UpdatedMapEventArgs target = new UpdatedMapEventArgs(baseMap, gameEntity); // TODO: 初始化为适当的值 BaseMap actual; actual = target.OldMap; Assert.Inconclusive("验证此测试方法的正确性。"); }
/// <summary> /// /// </summary> internal bool OnEnteringMap( WorldEntity worldEntity, BaseMap map ) { EventHandler<WorldEntityEnteringMapEventArgs> tempBeforeEventArgs = m_EventWorldEntityEnteringMap; if ( tempBeforeEventArgs != null ) { WorldEntityEnteringMapEventArgs eventArgs = new WorldEntityEnteringMapEventArgs( worldEntity, map ); tempBeforeEventArgs( this, eventArgs ); return eventArgs.IsCancel; } return false; }
public WorldScene(View view) : base(view) { selectionModel = new Model { XMesh = view.content.Get<SlimDX.Direct3D9.Mesh>("unitplane.x"), Texture = view.content.Get<Texture>("selectioncircle1.png"), World = Matrix.Scaling(2, 2, 0) * Matrix.Translation(0, 0, 0.1f), HasAlpha = true }; billboardEffect = view.content.Get<Effect>("billboard.fx"); Root = new WorldEntity { Scene = this }; Renderer = new Renderer(Device); }
public AttackResult ComputeAttack(WorldEntity from, WorldEntity to) { if (from.Stats.MPCurrent >= 4) { from.Stats.MPCurrent -= 4; if (to != null) { to.Stats.HPCurrent += 8; to.Stats.HPCurrent = (to.Stats.HPCurrent % to.Stats.Get(EntityStatsContainer.AT_MAX_HP)); return AttackResult.Hit; //TODO: better attack results and info return for player } } return AttackResult.Miss; }
/// <summary> /// /// </summary> /// <param name="eventArgs"></param> internal static MoveToEventArgs InvokeMoveTo( Point3D newLocation, WorldEntity entity ) { EventHandler<MoveToEventArgs> tempMoveTo = m_MoveTo; if ( tempMoveTo != null ) { MoveToEventArgs moveToEventArgs = new MoveToEventArgs( newLocation, entity ); if ( moveToEventArgs == null ) return null; tempMoveTo( entity, moveToEventArgs ); return moveToEventArgs; } return null; }
public void RunAI(Map map, WorldEntity me, Player player) { var combat = Rock.Instance.GetService<CombatOverwatchService>() as CombatOverwatchService; var combatScreen = Rock.Screen.Top as CombatScreen; var res = combat.Attack(me, player, AttackID.Default); if (res == AttackResult.Hit) { me.CombatMessage = me.Name + "'s attack hits!"; } else if (res == AttackResult.Critical) { me.CombatMessage = me.Name + "'s attack hits for a critical!"; } else if (res == AttackResult.Miss) { me.CombatMessage = me.Name + "'s attack misses!"; } }
public AttackResult ComputeAttack(WorldEntity from, WorldEntity to) { if (null == to) { return AttackResult.Miss; } int dodgeMod = to.Stats.Get(EntityStatsContainer.AT_DODGE); int hitMod = from.Stats.Get(EntityStatsContainer.AT_HIT); bool crit = false; Random rndm = new Random(); int rollToHit = rndm.Next(20) + 1; if (rollToHit == 20) { crit = true; } rollToHit += hitMod; if (rollToHit > 10 + dodgeMod) { int atk = from.Stats.Get(EntityStatsContainer.AT_ATK); int atk_rng = (int)Math.Max(atk * 0.1f, 1); //Minimum 1 damage if (crit) { atk += atk_rng; } else { atk += rndm.Next(2 * atk_rng) - atk_rng; } to.TakeDamage(atk, crit); return (crit ? AttackResult.Critical : AttackResult.Hit); } return AttackResult.Miss; }
public void RunAI(Map map, WorldEntity me, Player player) { if (originalPosition.X == -1) { originalPosition.X = me.MyParty.X; originalPosition.Y = me.MyParty.Y; } Random rndm = new Random(); if (rndm.Next(12) == 1) { //try roam var roamDir = (MapMovement)rndm.Next(4); int r_x = 0; int r_y = 0; switch (roamDir) { case MapMovement.Up: r_y = -1; break; case MapMovement.Down: r_y = 1; break; case MapMovement.Left: r_x = -1; break; case MapMovement.Right: r_x = 1; break; } if (Math.Sqrt(Math.Pow((me.MyParty.X + r_x) - originalPosition.X, 2) + Math.Pow((me.MyParty.Y + r_y) - originalPosition.Y, 2)) < 2) { map.Move(me.MyParty.X, me.MyParty.Y, roamDir); } } }
/// <summary> /// /// </summary> internal void OnUpdatedMapSpaceNode( MapSpaceNode mapSpaceNode, WorldEntity gameEntity ) { EventHandler<UpdatedMapSpaceNodeEventArgs> tempAfterEventArgs = m_EventUpdatedMapSpaceNode; if ( tempAfterEventArgs != null ) { UpdatedMapSpaceNodeEventArgs eventArgs = new UpdatedMapSpaceNodeEventArgs( mapSpaceNode, gameEntity ); tempAfterEventArgs( this, eventArgs ); } }
/// <summary> /// /// </summary> internal bool OnMovingToWorld( Point3D newLocation, BaseMap newMap, WorldEntity gameEntity ) { EventHandler<MovingToWorldEventArgs> tempBeforeEventArgs = m_EventMovingToWorld; if ( tempBeforeEventArgs != null ) { MovingToWorldEventArgs eventArgs = new MovingToWorldEventArgs( newLocation, newMap, gameEntity ); tempBeforeEventArgs( this, eventArgs ); return eventArgs.IsCancel; } return false; }
/// <summary> /// /// </summary> internal void OnMovedToWorld( Point3D oldLocation, BaseMap oldMap, WorldEntity gameEntity ) { EventHandler<MovedToWorldEventArgs> tempAfterEventArgs = m_EventMovedToWorld; if ( tempAfterEventArgs != null ) { MovedToWorldEventArgs eventArgs = new MovedToWorldEventArgs( oldLocation, oldMap, gameEntity ); tempAfterEventArgs( this, eventArgs ); } }
/// <summary> /// /// </summary> internal void OnUpdatedMap( BaseMap map, WorldEntity gameEntity ) { EventHandler<UpdatedMapEventArgs> tempAfterEventArgs = m_EventUpdatedMap; if ( tempAfterEventArgs != null ) { UpdatedMapEventArgs eventArgs = new UpdatedMapEventArgs( map, gameEntity ); tempAfterEventArgs( this, eventArgs ); } }
/// <summary> /// /// </summary> /// <param name="mobile"></param> /// <param name="newLocation"></param> public MoveToWorldEventArgs( Point3D newLocation, BaseMap newMap, WorldEntity entity ) { m_Entity = entity; m_NewMap = newMap; m_NewLocation = newLocation; }
/// <summary> /// /// </summary> /// <param name="baseItem"></param> public void OnEnter( WorldEntity entity ) { if ( m_MapSpaceNodeState != null ) m_MapSpaceNodeState.OnEnteringMapSpaceNode( entity, this ); m_Entitys.Add( entity, entity ); if ( m_MapSpaceNodeState != null ) m_MapSpaceNodeState.OnEnteredMapSpaceNode( entity, this ); }
/// <summary> /// /// </summary> internal void OnUpdatedLocation( Point3D point3D, WorldEntity gameEntity ) { EventHandler<UpdatedLocationEventArgs> tempAfterEventArgs = m_EventUpdatedLocation; if ( tempAfterEventArgs != null ) { UpdatedLocationEventArgs eventArgs = new UpdatedLocationEventArgs( point3D, gameEntity ); tempAfterEventArgs( this, eventArgs ); } }
/// <summary> /// /// </summary> internal void OnUpdatedOrientation( float orientation, WorldEntity gameEntity ) { EventHandler<UpdatedOrientationEventArgs> tempAfterEventArgs = m_EventUpdatedOrientation; if ( tempAfterEventArgs != null ) { UpdatedOrientationEventArgs eventArgs = new UpdatedOrientationEventArgs( orientation, gameEntity ); tempAfterEventArgs( this, eventArgs ); } }
/// <summary> /// /// </summary> internal bool OnUpdatingLocation( Point3D point3D, WorldEntity gameEntity ) { EventHandler<UpdatingLocationEventArgs> tempBeforeEventArgs = m_EventUpdatingLocation; if ( tempBeforeEventArgs != null ) { UpdatingLocationEventArgs eventArgs = new UpdatingLocationEventArgs( point3D, gameEntity ); tempBeforeEventArgs( this, eventArgs ); return eventArgs.IsCancel; } return false; }
/// <summary> /// /// </summary> internal void OnDeletedCall( WorldEntity gameEntity ) { EventHandler<WorldEntityEventArgs> tempAfterEventArgs = m_EventDeletedCall; if ( tempAfterEventArgs != null ) { WorldEntityEventArgs eventArgs = new WorldEntityEventArgs( gameEntity ); tempAfterEventArgs( this, eventArgs ); } }
public EditNode(string key, WorldEntity worldEntity, SceneNode sceneNode) { this.key = key; this.worldEntity = worldEntity; this.sceneNode = sceneNode; }
public SetStartPositionState(WorldView view, int team) : base(view) { view.Scene.ClearSelection(); startPosition = view.TeamStartPositions[team - 1]; startPosition.IsVisible = true; }
/// <summary> /// Default ctor /// </summary> public UnitMechanics( WorldEntity owner ) { m_owner = owner; ResetDefaults(); }
/// <summary> /// /// </summary> /// <param name="eventArgs"></param> internal static MoveToWorldEventArgs InvokeMoveToWorld( Point3D newLocation, BaseMap newMap, WorldEntity entity ) { EventHandler<MoveToWorldEventArgs> tempMoveToWorld = m_MoveToWorld; if ( tempMoveToWorld != null ) { MoveToWorldEventArgs moveToWorldEventArgs = new MoveToWorldEventArgs( newLocation, newMap, entity ); if ( moveToWorldEventArgs == null ) return null; tempMoveToWorld( entity, moveToWorldEventArgs ); return moveToWorldEventArgs; } return null; }
/// <summary> /// /// </summary> /// <param name="baseItem"></param> public void OnLeave( WorldEntity entity ) { if ( m_MapSpaceNodeState != null ) m_MapSpaceNodeState.OnLeavingMapSpaceNode( entity, this ); m_Entitys.Remove( entity ); if ( m_MapSpaceNodeState != null ) m_MapSpaceNodeState.OnLeavedMapSpaceNode( entity, this ); }
/// <summary> /// /// </summary> internal bool OnMovingTo( Point3D location, WorldEntity gameEntity ) { EventHandler<MovingToCallEventArgs> tempBeforeEventArgs = m_EventMovingToCall; if ( tempBeforeEventArgs != null ) { MovingToCallEventArgs eventArgs = new MovingToCallEventArgs( location, gameEntity ); tempBeforeEventArgs( this, eventArgs ); return eventArgs.IsCancel; } return false; }
/// <summary> /// /// </summary> internal void OnUpdatedAI( IArtificialIntelligence artificialIntelligence, WorldEntity gameEntity ) { EventHandler<UpdatedAIEventArgs> tempAfterEventArgs = m_EventUpdatedAI; if ( tempAfterEventArgs != null ) { UpdatedAIEventArgs eventArgs = new UpdatedAIEventArgs( artificialIntelligence, gameEntity ); tempAfterEventArgs( this, eventArgs ); } }
/// <summary> /// /// </summary> /// <param name="mobile"></param> /// <param name="newLocation"></param> public MoveToEventArgs( Point3D newLocation, WorldEntity entity ) { m_Entity = entity; m_NewLocation = newLocation; }
/// <summary> /// /// </summary> internal void OnMovedTo( Point3D location, WorldEntity gameEntity ) { EventHandler<MovedToCallEventArgs> tempAfterEventArgs = m_EventMovedToCall; if ( tempAfterEventArgs != null ) { MovedToCallEventArgs eventArgs = new MovedToCallEventArgs( location, gameEntity ); tempAfterEventArgs( this, eventArgs ); } }